Gear 2.0
|
Gear screams at boytoy to work on those shields as she manages to dodge the incoming blast.
engineering: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
piloting: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
She finally seems to be getting the hang of the flying thing, this time maneuvering with skill.
Revvy Bitterleaf
|
Gear screams at boytoy to work on those shields which it manages to do as she manages to dodge the incoming blast
Enemy ship init: 1d20 + 8 ⇒ (11) + 8 = 19
Damage:
Enemy:
Hull:12
You:
Hull: 8
Forward shields 5 (out of 10)
Right side shields: 1 (out of 10)
----------------------------------------------------
The enemy ship flies right up to your flank, trying to knock down your shields which you just managed to restore.
Your movement+Gunnery
| Blake's SF Iconic 2 |
Obozaya grumbles to herself as she tries--carefully--to target the ship that is the equivalent of hitting the broadside of a barn.
Coilgun, Duonode: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
The string of Vesk curses that follows is sure to blister ears.
Gear: Try an evasive maneuver with your movement if you're not trying anything else (like Flyby). It increases our AC by 2 and has no real penalty for failure.
Gear 2.0
|
Problem is I can't push while healing our shields... but at this point, not getting hit is probably more important.
piloting, evasive maneuvers: 1d20 + 6 ⇒ (1) + 6 = 7
..... 0(*()*$&_&%$#)(%)@_$(.... I'm going to try and shift so our left side is exposed and the shields up.
Revvy Bitterleaf
|
Gear 20,o tries to fly in evasive pastern Delta 2, but get's confused if that means zigging or zagging and ends up becoming an easier target then intended
You need a 10+(2*2)= 12 , if you fail with 5 or more..which you do (but only because you rolled a 1), you end up being easier to hit (-2 AC instead of +2). I moved you, your left is towards the enemy now and I created some distance.
Obozaya fires on the enemy ship but once again the Vesk is out of luck and ends up missing his target.
Enemy ship firing vs AC: 1d20 + 7 ⇒ (3) + 7 = 10
Gear 2.0 almost flies directly into the path of the enemies forward facing heavy laser but a last minute twist of the controls avoids that fate.
Ship's AC = 12 + 1 from pilot rank - 2 from failed stunt = 11 right now
-------------------------------
Engineering + Helm
init enemy ship: 1d20 + 8 ⇒ (18) + 8 = 26 - if you have less then 26, you move first
Gear 2.0
|
Cypher tries to kick things into gear again, pouring all her concentration into piloting the ship...
piloting, evasive manuvers: 1d20 + 6 ⇒ (17) + 6 = 23
That's a little more like it! Trying to maneuver so that our left side with the highest shields are up. Everybody else, you might try getting the shields up yourselves, a random roll for that might be more helpful than a assist roll to me.
Revvy Bitterleaf
|
As Xanthis lends a hand in the engineering section Lady Onyx tries to get the computers to divert some of the power from the shields to where they will do the most good but math is more difficult then it seemed at firs
For the computers check you need a 15+ (2*tier)=19..you do get to use the ships computers for a +1 and a floating +1 to use how you see fit ..but that means it's still not enough even with Xanthis as an assist on your check
Gear 2.0 flies around the enemy ship trying to present your least damage side to the enemy while trying to evade any incoming fire
The enemy ship slowly turns with your movement tracking you with it's forward guns
Enemy ship vs left side AC: 1d20 + 7 ⇒ (9) + 7 = 16
Your AC = 12+2 from evasion +1 from rank in pilot = 15
Damage: 4d8 ⇒ (1, 7, 3, 3) = 14
The enemies forward facing heavy lasers rip through your full strength shields and bite deeply into your hull
Damage:
Enemy:
Hull:12
You:
Hull: 12
Forward shields 5 (out of 10)
Right side shields: 1 (out of 10)
Left side shields: 10 (out of 10)
------------------------------------------------
Your gunnery + engineering + helm
Enemy init: 1d20 + 8 ⇒ (19) + 8 = 27
If you have a less then 27 piloting check..you move first
Gear 2.0
|
Trying the same thing I did last time, though for now, I'm running away and putting distance between us. Hopefully, we have the faster ship.
Gear screams in terror as the hull is hit.
Triune be praised forget this!
She shifts the ship into gear, trying to dodge any incoming shots as she hits the gas to get away.
piloting: 1d20 + 6 ⇒ (17) + 6 = 23
| Blake's SF Iconic 2 |
Taking her time failed, so Obozaya goes back to firing as fast as she can.
Coilgun, Duonode: 1d20 + 4 + 1 - 4 ⇒ (15) + 4 + 1 - 4 = 16
Coilgun: 4d4 ⇒ (3, 3, 2, 4) = 12
Light Laser, Duonode: 1d20 + 4 + 1 - 4 ⇒ (3) + 4 + 1 - 4 = 4
Light Laser: 2d4 ⇒ (2, 2) = 4
Escape pods, Xanthis, escape pods.
Revvy Bitterleaf
|
To keep things moving I'll roll for your missing actions this turn and we'll continue with the next turn
Lady Onyx runs towards the engineering station and raise some shields back up
Engineering check: 1d20 + 7 ⇒ (20) + 7 = 27
and manages to restore some of the energy that keeps them going
@Xanthis;As far as I can tell it depends on the scenario on what happens to you if you loose ship combat, sometimes you will be boarded and taken captive..but as Blake says; escape pods. Even if your ship gets blown up before you can reach them, your armor provides an day/lvl of surviving in a vacuum...and someone is sure to pick you up
Xanthis scans the enemy ship with the computers and finds out that;
Large heavy freighter
Speed 6; Maneuverability average
Complement crew of 0 - no living crew detected
If you scan again and succeed on the computer check you get to know stuff like;
2. Defenses: AC, TL, total and current Hull Points, total and
current Shield Points in each quadrant, and core PCU value.
3. Weapon: Information about one weapon, including its firing
arc and the damage it deals, starting with the weapon that
uses the most PCU. Repeat this entry until all the starship’s
weapons are revealed.
Gear 2.0 shifts the ship into gear, trying to dodge any incoming shots as she hits the gas to get away. You quickly start to outpace the opposing vessel
The enemy ship continues to follow in your wake aiming it's forward facing heavy laser at the back of your ship
To hit rear AC: 1d20 + 7 ⇒ (6) + 7 = 13
damage rear: 4d8 ⇒ (1, 1, 4, 3) = 9
It almost hits your rear shields and sends a jolt through your entire ship..but they are holding for now and seem uneffected thanks to some fancy evasive maneuvering
Oboyaza fires the turret at the enemy ship after he turns the guns around so he can target the ship behind your engines, an angle that you otherwise wouldn't be able to fire at - having no rear facing gun
You can't fire 2 guns right now, it's in your rear arc..and you don't seem to have a gun there..but since the second attack missed anyway that doesn't matter a whole lot
Your laser fire chews through the enemies hull, completely unobstructed by any shields and skitter across it's back deflecting and hitting one of it's engines.
1d100 ⇒ 66
Damage:
Enemy:
Hull:24 - glitching engines (-2 on piloting checks)
You:
Hull: 12
Forward shields 2 (out of 10)
Right side shields: 0 (out of 10)
Left side shields: 6 (out of 10)
Rear shields: 0 (out of 10)
---------------------------------------
Enemy engineering repair engines: 1d20 + 11 ⇒ (16) + 11 = 27
After a few sparks flying out the tail end of the ship it seems to stabilize out and function normally...for now
Init enemy ship: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Your engineering+helm phase (if you have less then a 18 for your piloting check you move first) + gunnery can be rolled at the same time I think, it only effects which arc(s) you can fire from so if you have a roll we can fit that it when it comes up
Gear 2.0
|
Gear tries to make evasive manuvers, banking to put the left side shields which are the only ones really holding much, to the pursuing ship, trying to put more distance inbetween the other ship and ours.
pilot evasive manuvers: 1d20 + 6 ⇒ (19) + 6 = 25
Revvy Bitterleaf
|
Just wondering..are you trying to just outdistance them and run away from them? Because your mission is to take out the ship, invade it and get info..so if your only planning to get away we can just say you enter drift space and you get away (and don't succeed on your mission) since the enemies drift engine is damaged and can't pursue
I'll do the helm phase now..so you gain another 4 hexes on the enemy as it follows after you. Map might look a bit strange..but that's because I just centered you guys on it again, otherwise we'll run out of map space again
---------------------------------------------------------------------
As Gear 2.0 starts to zig-zag the ship at break necks speed it starts to outdistance the enemy who follows suit flying in your wake
------------------------------------
Engineering + Gunnery (no rear firing gun)
Gear 2.0
|
Not trying to run away, trying to take advantage of our superior speed and maneuverability to give us time to power up our shields some. Basically, with them moving 6, and us moving 10, our good maneuverability costing us less movement then their average, plus actively keeping whatever the highest shields we have available facing them, we should be able to win a war of attrition if nothing else.
| Blake's SF Iconic 2 |
"Where are we going?" Obozaya shouts as she fires the coilgun.
Coilgun, Duonode: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Coilgun: 4d4 ⇒ (4, 1, 3, 4) = 12
It might seem counter intuitive, but staying closer to a less maneuverable ship will accoplish what you wanted rather than flying farther away. The distance gives them the space to come around and fire. Basically, stay right on its tail if you can.
Gear 2.0
|
Problem is, my piloting skill isn't enough to guarantee that we can stay on their tail, and they have enough speed to bring side guns to bear if they go first. We have shields that can recharge, as far as I can tell they don't, so every hit we take is temporary, every hit they take is permanent. Getting out of firing distance, recharging shields, and the coming back is our best strategy for the moment as far as I can tell.
| Blake's SF Iconic 2 |
Then just trust me. Staying right on their tail is the best bet. Even if they move away, they can't turn around fast enough with a move of 6 and average maneuverability to shoot us with that big fat eyeball laser on the front.
And if we assume that they even have side weapons, they're not going to be 4d8 like the eyeball they keep blasting us with while we run, while we can get two weapons to bear from our fore.
Gear 2.0
|
Okay. Perhaps you should have been the captain instead of the gunner. :P But we'll try it your way. GM? I'll be using my piloting to try and stay behind them.
TRYING TO KEEP US ALIVE! Gear screams as she banks again.
I'm a mechanic not a pilot! WHO'S BRIGHT IDEA WAS IT TO LET ME FLY?!
Revvy Bitterleaf
|
For this round it's fine, I'll move you behind them. I do like to point out that it is possible to turn in place..so if you loose initiative they can do a:
The ship does not move but instead can turn to face any
direction. If the ship has a maneuverability of clumsy, it takes
a –4 penalty to its AC and TL until the start of the next round.
If it has a maneuverability of poor, it instead takes a –2 penalty
to its AC and TL until the start of the next round. Ships with a
maneuverability of average or better do not take a penalty. This
stunt doesn’t require a skill check
But then they'd have a -4 to their AC
To keep things moving I'll NPC Lady Onyx in
Lady Onyx does a scan on the enemy ship and finds out that
Computers check: 1d20 + 7 ⇒ (17) + 7 = 24
AC 11 TL 11
Hullpoints 51 (out of 75)
Attack (Forward) heavy laser cannon (4d8)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
-> No rear gun
As Gear 2.0 brings the ship right up behind the enemy ship it's a sitting duck but Oboyaza gets a bit carried away and still misses
The enemy ship doesn't return fire
Damage:
Enemy:
Hull:24 - glitching engines (fixed)
You:
Hull: 12
Forward shields 2 (out of 10)
Right side shields: 0 (out of 10)
Left side shields: 6 (out of 10)
Rear shields: 0 (out of 10)
Enemy init: 1d20 + 8 ⇒ (9) + 8 = 17
--------------------------------------------
If you roll less then a 17 on init you guys move first, if you have more assume that the ship rotates to face you (and you can move around it if you want)
You guys
Also just checking; Lady Onyx are you still around?
Gear 2.0
|
Welp, here we go, attempting to hold behind evasively.[/dice]
evade!: 1d20 + 6 ⇒ (17) + 6 = 23
[ooc]WOO!
Gear throws them into maneuvers to try and stay on the enemies tail and keep their primary guns on them.
You better not miss!
Revvy Bitterleaf
|
@Gear 2.0 there's actually a separate init roll and a roll to see how your maneuver goes, so you need 2 rolls..I'll just assume you used your for init and don't maneuver for now
Enemy init: 1d20 + 8 ⇒ (8) + 8 = 16
The enemy ship turns and you fly around it to - try to - hit it from behind..but in all the excitement you over estimate and Oboyaza's lasers fly past.
The enemy once again...doesn't fire
---------------------------------------------
Your actions
| Xanthis Xarthis |
"Here let me try to clear the breached!"
attempt to assist shooting again.
Aid: 1d20 + 1 ⇒ (12) + 1 = 13 +2 to shooting this round..
"It's clear, let em have it!!"
| Blake's SF Iconic 2 |
Obozaya tries punches the console before trying to target the ship again. "Hit! Frag you! Hit!"
Coilgun, Duonode, FAW: 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18 Add 4 if no second gun in arc
Coilgun: 4d4 ⇒ (3, 4, 2, 1) = 10
Light Laser, Duonode, FAW: 1d20 + 4 + 1 - 4 ⇒ (4) + 4 + 1 - 4 = 5
Light Laser: 2d4 ⇒ (4, 2) = 6
Revvy Bitterleaf
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Easily maneuvering around the enemy ship you manage to hit it it in it's unprotected arc causing destruction on a scale you haven't seen before.
I think that from this point it will just turn into a rinse and repeat kind of thing..if you win init you get in it's rear arc and it can't fire back..so it will only become an issue when you loose init and then you have shields you can fix in between rounds. So unless someone really wants to play this out I suggest we call this in your favor and you manage to blast the ship into submission in X amount of rounds
Revvy Bitterleaf
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After a hard fought battle you are victorious against the Endless Threnody, the Corpse Fleet ship lists to one side and its power core overloads, covering the ship with coruscations of negative energy. As you survey your own ship’s damage, you can congratulate yourselves on dispatching a wounded—though active—threat to living creatures everywhere.
The Corpse Fleet ship still contains valuable information to the Starfinder Society. Following your victory, you should begin preparing to board the drifting wreck.
Lady Onyx De Haland
|
"I don't think Eoxian soldiers need heat or air,"
"Your thinking cold as on a planet say -80c, but the temperature of the vacuum of space is just above absolute zero. When even gas becomes solid. At that temperature there is no flexing of flesh or bone, everything becomes stiff, and shatters with ease. No flexing bone and dead flesh just an ice pop. Unless they self-heat or are incorporeal physics 101 says they are useless. So take Bulganin weapons and watch then shatter."
She says with a grin. Hefting a large pipe.
Revvy Bitterleaf
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Your communications station crackles to life, and a hologram of Venture-Captain Arvin appears;
The Endless Threnody drifts just outside the forward viewport.
The enormous Corpse Fleet starship bristles with bone spurs, and a baleful red lens at its fore resembles a swollen and bloody eye. Crackles of dark energy leap across the bone spurs, discharging from the ruined ship’s necromantic power source.
With a burst of static and a flash, a blue-hued hologram of Venture-Captain Arvin appears at the Loreseeker’s communications station.
“Excellent work. The Endless Threnody is incapacitated, but not pulverized. I need you to board that vessel, access the main computers at the bridge, and recover the coordinates of the missing Starfinder vessel’s crash site.
“That energy signature looks dangerous, and those discharges can damage your hull. Dock at the cargo bay at the rear of the ship and make your way forward to the bridge. Wear space suits if your armor can’t protect you from vacuum—there are a few suits in a storage locker aboard your ship. Eoxian ships do not have life support and are often exposed to space.
Any questions?”
Revvy Bitterleaf
|
You also recall that many Eoxian ships rely on necromantic energies that radiate a minor aura of cold damage in addition to powering the ship.
Maneuvering the Loreseeker to align with the Endless Threnody’s rear cargo bay is tricky.
Piloting check please
Gear 2.0
|
Piloting: 1d20 + 6 ⇒ (9) + 6 = 15
engineering: 1d20 + 8 ⇒ (12) + 8 = 20
Gear tries to bring the ship into dock as she talks.
These ships are run on magic as much as tech, so some things may behave strangely, like the power source, which is a necromantic cold that may hurt anyone near it, so be careful.
Revvy Bitterleaf
|
As you dock the hull of your ship scrapes across the enemy space ship and it's bone spikes messes up your paint job but otherwise there's no added damage to your already banged up ship.
The cargo bay is mostly empty, as the crew already used their few supplies to patch up their ship after the pirates’ attack. Three wide openings lead to the ship’s central passages.
There is an access Terminal: The cargo bay contains a small computer that is predominantly used to store manifests and access basic ship
systems.
If you try to access it ;A Computers, Engineering or Mystiscm check. And just so you know...only 1 check can be attempted in total
Gear 2.0
|
If you guys don't mind, this is my stuff!
Gear grins as she and boytoy slide under the computer and begin dismantling the thing, trying to hard wire Gear's rig in her suit directly into the computer.
eeeew.... I know their dead, but haven't they heard of dusting? It's a wreck in here!
engineering: 1d20 + 8 ⇒ (5) + 8 = 13
boytoy assist: 1d20 + 4 ⇒ (3) + 4 = 7
Revvy Bitterleaf
|
2d4 ⇒ (3, 4) = 7
Gear 2.0 fiddles with the unknown controls without boytoy providing any help what so ever. It seems some sort of power regulator and you think you've dialed it down a bit. You are unsure what your action has had precisely , but you have the feeling that the necromantic aura is now less powerful
There isn't anything here to do other then take one of the corridors - left, middle and right. There doesn't seem to be a difference between them from what you can tell...they all look the same
The branching corridors inside the Endless Threnody are not made of solid bulkheads of metal and plastic, but of a lattice of enchanted bone and steel. A metal grating on the floor provides stable footing, but the walls have gaps large enough to fit a fist.
The passages split and recombine in a manner eerily reminiscent of being inside a giant rib cage.
Gear 2.0
|
Gear kicks Boytoy in his shiny silver shin with a grumpy look.
You KNOW what a sprotnik x9 wrench is! That was clearly a Sprotnik x10! Ugh, I'm gonna have to debug you when we get home.
Seeing the corridors, she gulps loudly.
Not... a fan of their interior decorator.